TiAm's Recent Forum Activity

  • Here, this capx. Look for the new event 'player: on collision with detector':

    https://www.dropbox.com/s/ebohsal011qoq ... .capx?dl=0

  • As has been stated, inspect can seriously impact your framerate. You can put your own cpu/fps meter into your project using a spritefont object, and look at the reading from a node-webkit export. That would be the most accurate way of going about it.

  • One more: a cool low rez, canvas based implementation by Minor. Has a capx linked too:

    https://dl.dropboxusercontent.com/u/164 ... index.html

    Doesn't look too complicated. Shouldn't be hard to get a tilemap implement going.

  • I'd LOVE to see something like this. CGOL is such a beautiful...algorithm? cellular automaton? I truely have trouble looking away from running conway sim...it's hypnotizing...

    I've thought before that it would be interesting to try and build a literal game around it, where you started with an initial state and some sort of goal. Never really got into the specifics.

    ...and, someone beat me to it. Damn my procrastination!

    Also, here's a vanilla implementation in CC; would be worth firing up to see how the logic is setup, would probably be pretty similar in C2.

    Of course, if r0j0hound sees this and takes an interest, we might see a C2 version...

  • Google is a wonderful thing: <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    https://www.scirra.com/tutorials/240/physical-bike

    and for fun (ignore the title, it's wrong):

    https://www.scirra.com/tutorials/846/ea ... -our-games

  • The irony? Lifted this image...

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  • Sent you a PM.

  • If you want to preview a project on your computer, use node webkit, or export as html5 and upload it to a host somewhere. For hosting, I use altervista:

    https://en.altervista.org/

    The android export is meant to be 'built' into an android app that you run in an emulator (good luck), or install on an actual android device. To build, you probably want to use crosswalk. Here:

    https://www.scirra.com/tutorials/809/ho ... -crosswalk

  • The problem you are having is because you are setting 'go left' with overlap tests. Disabling solid does not disable collisions; consequently, enemies still overlap, and the var still changes. However, when I fix this by disabling/enabling cols when toggling between types, go left is always forced to 1 because one of you events is 'is NOT overlapping, set go_left to 1'.

    Honestly, at this point I stopped. I'm sorry to say this, but your code is simply a mess. You have way too many overlap tests, families, and other convolutions. I feel for you, really, I've ended up with code like this myself, but you are going to have to take a fresh stab at this, and build it from the ground up, because what you've got is inefficient and unmaintainable.

  • The best thing about functions is that they can be almost completely modular; this really saves time because you can move such functions between projects effortlessly.

    I used to use groups as pseduo-functions, but if you activate/deactivate a group at a point in the event sheet that is after the group itself, you have to wait till next tick for the change to take effect. This can really throw things. With functions, you can called them and get data back immediately. Now I tend to use groups more for organization, debugging (finer-grain cpu readings), or for turning large chunks of code on/off.

  • You'll need multiple instances of your tilemap object. Put 1 on each layer where you need it. That DOESN'T mean cloning the object, just copy/pasting it. You just want another instance, not a new tilemap. Cloning creates a whole new object -- and it hasn't ever worked right in C2 to begin with.

  • Well, here's a ladder solution I put together for another poster; you might find it useful:

    https://www.dropbox.com/s/qfaa1ghcm6h9z ... .capx?dl=0

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TiAm

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